Rewards
In ranked mode, your final score — your moon rock balance when the run ends — converts into GLITCH token rewards. The curve is steep: doubling your score multiplies your reward far more than 2x.
Entering a game
Ranked entries are sold as starter packs, in tiers 1 through 10:
- a tier
Npack costsN × $2USDC (tier 1 = $2, tier 5 = $10, tier 10 = $20) - a tier
Npack plays with anNx base reward multiplier, boosted by +N% at purchase (tier 3 plays at 3.09x, tier 10 at 11x) - a free starter pack can also be unlocked by completing a social task (following @glitchbombgame on X)
A share of every entry goes to the staking vault, and the rest to the game treasury.
The reward curve
The base reward (in GLITCH, for a 1x multiplier) depends on the score tier you reach:
| Score | Base reward | Score | Base reward | |
|---|---|---|---|---|
| 524 (max) | 1000 | 130 | 77 | |
| 428 | 720 | 124 | 69 | |
| 356 | 530 | 118 | 61 | |
| 300 | 395 | 112 | 54 | |
| 256 | 300 | 106 | 46 | |
| 222 | 230 | 100 | 40 | |
| 196 | 182 | 94 | 34 | |
| 176 | 147 | 88 | 25 | |
| 160 | 121 | 78 | 13 | |
| 148 | 100 | 65 | 1 | |
| 138 | 88 | below 65 | 0 |
Your reward is the highest tier your score reaches: a score of 150 pays the 148 tier, a score of 64 pays nothing.
Multipliers
The final payout is:
reward = base(score) × multiplierwhere the multiplier is fixed at purchase time from:
- your pack tier — tier
Nwith its+N%boost - a supply factor — rewards scale down as the circulating GLITCH supply approaches its target: the factor is
(2 × target − supply) / target, i.e. 1x at target supply, down to 0x at twice the target. This keeps the reward pool sustainable.
Claiming
When a ranked run ends (cash out, victory, or death), the reward for your final moon rock balance can be claimed from the game — GLITCH tokens are minted straight to your wallet.